4. Hit B key to "Border Select" the left hand sided vertices. Make sure the "Limit to Visible" button is on.

5. Tool Shelf > Tools > Remove: Delete > Vertices

6. Properties Shelf > Modifier > Add Modifier > Generate: Mirror

7. Leave the default setting to select X Axis and Merge Options

8. Switch to Faces mode. Select both the faces on top right hand side. Tool Shelf > Tools > Add: Extrude > Region (or hit E for shortcut key) and drag to extrude the arm. Do it once more to extrude a forearm.

9. Do the same to create the leg.

10. Switch to Object mode. Hit Apply inside the Mirror panel.

11. Switch to Edit mode. Make sure cursor is in center and goto Tool Shelf > Create > Cube. Grab Z to place it as head.

7. Inside the Mirror panel, check ‘Clipping’. Also, check the ‘Editing cage’ to preview the other side (not a must).

7. 於Mirror控制欄內點選Clipping；點選Editing cage以預視效果（如需要）

8. Use ‘Add Modifier’ menu again to add “Skin” modifier. Select “X” under the Symmetry Axes.

8. 再按Add Modifier>Skin，於Axis欄下剔選"X"

9. Use ‘Add Modifier’ once more to add “Subdivision Surface”. Set ‘View’ level to “1”. 9. 再按Add Modifier，選擇Subdivison Surface，設定View值為"1 "

10. On the right hand side’s Properties Window, select ‘Scene’ tab, then under ‘Units’ section, click “Metric” and set ‘Scale’ to “0.01”. You should now read from the 3D View port displaying ‘Centimeters’ as the unit. Switch to “Object Mode” and hit N to launch 3D View’s Properties panel or goto Window Header > View > Properties to do so. You now can read the dimension of your character’s skeleton. (limit it to 12 cm3 for the meantime in this workshop!)

12. When extra vertex is needed in a bone, firstly highlight the two vertices. In the Tool Self > Mesh Tools > “Subdivide”, and if you need two extra vertices instead, change the value of ‘Number of Cuts’ to “2”.

16. Keep inserting extra vertices and then carefully sculpt the body shape with Scale and Grab/Move tools. *Download and feel free to use “01_BipedTemplate.blend” to polish up your own biped character (or download other available scenes as wish).

17. After finishing the basic shape of your character (would build details later), and check your model is within 13 cm3 at this stage. We now import the ‘Base Template’ for easy posing your character. Switch to “Object Mode” first, then File > Append and goto the folder you saved the “BaseTemplate.blend” and click this file name. Then select “Object folder” from the list. Lastly, select once more “BaseTemplate” and click 'Link/Append from Library' to complete the appending.

19. Use 'Rotate' and 'Grab/Move' tool to pose your character on the base platform (you can design your character’s posture) and make sure the final combined mesh won’t exceed 15 cm3.

19. 用旋轉（R），和移動（G）鍵擺出理想的姿勢，並且把人物模型安放於底座上。請確認模型和底座總共不超過15x15x15cm

20. Select the character mesh, inside the "Skin modifier" panel, hit 'Apply' to confirm the mesh. Then hit 'Apply' inside "Armature modifier" to confirm the posture. (You can't use the bone to change posture after committed this)

26. Inside the ‘Tool Shelf’ panel, open the “3D Printing” tab but in this case, in the 3D View’s Properties panel, there is a minor problem though the volume does not exceed this workshop’s limitation. To fix this Rotation X problem, select Object > Apply > Rotation.

27. Inside the ‘3D Printing’ tab’s Checks feature, select 'Check All' and there is a report on ‘Non Manifold Edges’ problem in this case (non manifold edges are bad for 3D printing since some edges have more than 2 adjoining faces, we need to identify them and fix these offending parts).

30. Before exporting the mesh, goto ‘3D Printing’ tab again and apply “Check All” once more to make sure no ‘Non Manifold Edges” and other major issues (Rotation is in “0” and dimensions fit this workshop limitation).

31. Under the "Export Path" inside 3D Printing panel, hit the folder icon and select your output path, then choose “STL” as output type (for this workshop, only .STL be accepted) and finally hit “Export”. You can then try importing your .stl into Blender to preview it (in this workshop, we’d use another program to verify your .stl).